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$ show AshenOneArt/HPWater

[account ↗] [repo ↗] APPLICATION ★ 579 85 ● active (last update 7 months ago)
reviewed by: nvidia/nemotron-3-super-120b-a12b

HPWater is a water rendering system for Unity HDRP that implements advanced graphical techniques including ray-traced refraction, volumetric lighting, interactive caustics, and fluid dynamics simulation. The architecture follows Unity's Render Graph API with modular components for different water effects. Key entry points include the main HPWater.shader orchestrator and various C# integration files that hook into HDRP's rendering pipeline. The system processes water rendering through multiple passes: GBuffer encoding for water-specific data, caustic simulation via compute shaders, volumetric light scattering with temporal filtering, refraction calculations, and fluid dynamics for wave propagation. While the core implementation is tightly coupled to Unity's HDRP, it demonstrates solid graphics programming practices.

RATING7.6/10
QUALITY7.8/10
MAINTENANCEactive
DRIFTlow
CONTRIBUTORS1
VELOCITY0.38
OPEN ISSUES0
LAST COMMIT7 months ago
Files by Type (count)
Other (.hlsl)
16
C#
7
Other (.compute)
4
Other (.shader)
1
Other (no ext)
1
Markdown
1
Files by Type (size)
Other (.hlsl)
176KB
C#
156KB
Other (.compute)
65KB
Other (.shader)
20KB
Other (no ext)
16KB
Markdown
9KB

The LLM identified 1 files worth highlighting for reuse:

A self-contained HLSL utility library containing mathematical functions, noise implementations (3D noise, fBm, turbulence), random sampling patterns (R2 dither, interleaved gradient noise), denoising utilities, and coordinate transformations. Demonstrates non-obvious skill in graphics programming techniques and could be extracted for use in other rendering projects with minimal modification.

file: Core_Source_Preview/HanPiWater/HPWaterCommon.hlsl ↗ | tags: #utility-library #noise-functions #denoising #math-utilities
Last analyzed: 2026-08-03 10:47:08.915137
Next check: 2026-08-10 10:47:08.866463
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